|Commander / EDH||Legal|
Printings View all
Combos Browse all
Creature — Elf Druid
Tap: For each color among permanents you control, add one mana of that color to your mana pool.
Price & Acquistion Set Price Alerts
|Have (5)||ibraJG84 , Ferritt , Sparky41 , Roadhog , Andre_Whales|
|Want (8)||Big-Foot , pskinn01 , buildingadeck , Dadaman11 , mazrimtaim , accioali , vishnarg , Auriel|
Bloom Tender Discussion
22 hours ago
Ive seen you have added a Boreal Druid and while I fully support cutting Bloom Tender, I wonder whether Utopia Sprawl wouldnt be a better replacement. Yes, its not a creature and it has no synergy with Tymna or Priest of Titania but it provides any color you need. You already run Wild Growth and to be fair the drawback that requires a forest as an aura target is close to nonexistent since 10 fetchlands, 3 shocklands, 3 dual lands and 1 basic make over half the lands in the deck potential forests. Well, Sprawl even makes Arbor Elf a little bit better :).
1 week ago
Scuttlemutt is ok, i've run it before, but i try to avoid mana creatures as a general rule (Bloom Tender is just too insane not to run). the black kindred wrath seems like the best of them, maybe the red one too? are they actually good?
1 week ago
2 weeks ago
List of things that could be better.
1.) Better Early Ramp Play more of the low cmc mana dorks like Boreal Druid, and Elvish Mystic. Then the noncreature one mana ramp like Utopia Sprawl and Wild Growth. 2 mana dorks like Bloom Tender and Priest of Titania. Also Probably a good idea to only play one of the four mana accelerators like Vizier of the Menagerie, Oracle of Mul Daya, and 3 cmc Courser of Kruphix as the early ramp that the one cmc dork provide is much faster.
2.) Evaluate what impact a card has when played (General rule is 4 cmc or higher should put you at a significant advantage or outright win you the game)Remove the cards that dont provide significant advantage and are just general goodstuff value like Thragtusk, Vedalken Orrery replaced by Teferi, Mage of Zhalfir, Portal Mage, Mnemonic Wall replaced by Jace, Vryn's Prodigy Flip, Nissa, Steward of Elements probably should probably be another combo piece or some sort of draw/protection.
3.) More and Better Counterspells Use better counterspells than Disallow. Like Counterspell, Remand, Unsubstantiate, Daze, Spell Snare, Swan Song, Muddle the Mixture, Mana Drain, Mental Misstep, Delay, Dispel, Spell Pierce, and Negate. Your counterspell package should really be large so you can play Baral, Chief of Compliance and get more Rashmi, Eternities Crafter Triggers on other players turns while searching for you combo.
4.) Better Lands
Off color fetches like Flooded Strand, or Wooded Foothills are still better than Evolving Wilds. Other cards like Crop Rotation can fetch Gaea's Cradle or Nykthos, Shrine to Nyx or even help fix you mana early on. Along those lines if you still feel you need more fixing Nature's Lore and Skyshroud Claim can grab fetch lands and get untapped lands which is much better. Lands like Simic Growth Chamber, Temple of the False God,and Seat of the Synod should be replaced by lands like City of Brass, Mana Confluence, and Ancient Tomb or other off color fetches to more reliably get you mana base set.
5.) Better Draw and top deck manipulation
In the category of better "draw" or more honestly hand manipulation cards like Frantic Search, Baral, Chief of Compliance, and Jace, Vryn's Prodigy Flip are great at giving you the ability to toss tech cards like Manglehorn or Reclamation Sage when they are not needed and get better stuff. Now in straight card draw cards like Pull from Tomorrow, Fact or Fiction, and Gitaxian Probe either offer massive draw or knowledge of another opponents hand. You should play Preordain for more draw and top deck manipulation.
6.) Some combos are just better Some of the best most consistent methods of making your opponents not win the game.
c.) Seasons Past + Hurkyl's Recall This one requires more artifact mana rocks and is usually a backup plan to Dramatic Reversal being exiled somehow. Same strategy as the last combo with a set of rocks as follows: Mox Diamond, Simic Signet, Mana Vault, Grim Monolith, Mana Crypt, and Sol Ring.
Start off by tapping or playing any rocks that generate you mana then play Hurkyl's Recall on yourself.
Cast these rocks and generate 3 colorless 2 blue and 1 green mana.
Now use Hurkyl's Recall again on yourself going to 1 blue 2 green in pool.
You can repeat this to generate infinite colorless mana and then cast Simic Signet in the loop to generate inifinite colored as well.
Winning the Game with inifinite mana
d.) Seasons Past + Beast Within + Reality Shift - use Beast Within to destroy a permanent then Reality Shift the beast to make them manifest a card. Then use Seasons Past to loop this until all opponents have no decks.
f.) Beast Within + Swan Song-Beast Within all of their stuff then bounce it with something like Cyclonic Rift Then start playing permanents that can be destroyed and Beast Withining your own permanent. Loop with Seasons Past to create infinite beasts. This also works with Swan Song by countering your own spells and looping with Seasons Past.
The combo you use depends heavily on what you have available in your deck once you achieve infinite mana. The goal is to have a diverse enough list that not everything you need can be exiled.
Hope this helps out.
3 weeks ago
3 weeks ago
Is Gyre Sage really worth it as a mana dork? Maybe something like Bloom Tender or land untapping like Voyaging Satyr or Krosan Restorer would be better, since you should be able to find Nykthos, Shrine to Nyx or Growing Rites of Itlimoc consistently.
Kytheon, Hero of Akros Flip also feels a tad out of place, maybe try adding another hatebear. Hushwing Gryff, Spirit of the Labyrinth, Containment Priest, Linvala, Keeper of Silence, and Thalia, Guardian of Thraben are great hosers for various strategies, while Recruiter of the Guard can tutor up a bunch of hatebears. In addition, Ramunap Excavator could help against the land destruction you're facing.
3 weeks ago
You could use:
Kruphix, God of Horizons (just if you want to maintain the mana pool strategy)
If you want to go infinite with your commander, there's Ancestral Statue.
Domesticated Hydra (kinda bad), Honored Hydra (doesn't fit deck strategy), Hydra Omnivore (doesn't fit deck strategy, paints big target on your forehead), Palladium Myr (there are better mana dorks and it dies to both creature and artifact removal), Phyrexian Hydra (doesn't fit deck strategy, infect puts big target on your forehead), Ramunap Hydra (doesn't fit deck strategy)
Coat of Arms and Kondar's Banner (your hydras are big enough), Elixir of Immortality.
I'd get rid of some ramp, especially the artifact based ramp. Playing a Rattleclaw Mystic puts a +1/+1 counter on Animar, playing a Hedron Archive doesn't. And I don't know if you really need the mana pool doubling and not emptying stuff. I think I'd rely more on the commander and play more stuff to protect him.
What you're totally lacking of is removal. Good thing we got rid of so many things in the step before. ;)
As mass removal, I'd recommend Engulf the Shore (your hydras should stay - or at least Animar and you can rebuild very quickly), Earthquake and Magmaquake and the like (even better with Vigor out), Vandalblast.
Green spot removal is easy to find, you should have some answers against enchantments.
1 month ago
It'd be interesting to run an enchantress package with the number of enchantments you have. Cut some fat dragons/bad enchantments and artifacts for:
- Argothian Enchantress / Mesa Enchantress / Verduran Enchantress / Enchantress's Presence / (maybe) Femeref Enchantress
- Mirari's Wake or Dictate of Karametra or Heartbeat of Spring (or Zhur-Taa Ancient or Overabundance if you're edgy)
- Burgeoning + Exploration + (maybe) Manabond
Otherwise I'd run the most color-useful signets for fixing and Fellwar Stone. Amulet of Vigor if you really want to keep running taplands. Commander's Sphere and Darksteel Ingot are pretty mediocre. Don't know about Herald’s Horn.
Dorks to consider:
On theme and maybe useful:
- Dragonmaster Outcast
- Balefire Dragon
- Dragonlord Dromoka / Dragonlord Silumgar / Dragonlord Ojutai
- Kokusho, the Evening Star
- Mirrorwing Dragon
- Thundermaw Hellkite
- Kargan Dragonlord (just a neat card)